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02-19-18, 12:42 AM | #5776 |
What's happenin' Cap'n'?
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EDIT: Nevermind. Troubleshooting.
The corruption management system created a FOTRS 1.4 folder. I copied over the pristine and it works! I love that SH4CorruptionManagmentSystem. Really makes it easy to play GFO/TMO/RFB/FOTRSU Thanks RR!
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USS COPPERFINS-05
Last edited by james_nix; 02-19-18 at 01:10 AM. |
02-24-18, 01:11 AM | #5777 |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
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Hi
I have a problem in "Sink Bismarck " Single mission,when start mission if I go In the nav map when I approach the last waypoint (My course 90) Game Crash ..everytime... Just FOTRSU installed with LAA patch Thanks
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Parked under the balcony with my U-27 waiting Juliet finish makeup |
02-24-18, 08:46 AM | #5778 |
CTD - it's not just a job
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The SingleMissions folder was missed for updates last go-round and that mission has a bad "call" for the Bismarck ship. If you have a "Sink the Bismark" (no "C") mission as a choice, it is the same scenario, but should function as intended. The mission with a "C" in the name will be the working test mission this next update, and the other will be dropped.
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02-24-18, 11:16 AM | #5779 | |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
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Quote:
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Parked under the balcony with my U-27 waiting Juliet finish makeup |
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02-26-18, 01:15 PM | #5780 | |
Pacific Thunder
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Digging through my files looking for something else I spotted a couple DD packs that MadMax released if you're interested, want them, etc:
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" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." |
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02-26-18, 03:56 PM | #5781 |
CTD - it's not just a job
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The only thing missing (at this moment) from that list is the 4.) Robert H.Smith Class. There are what appear to be skinning issues with it, but the trouble actually lies "deeper". CapnScurvy and s7rikeback are currently taking a body hammer, welder & putty to a lot of the ships in the mod, trying to get the Japanese watch crews to look where they are supposed to for submarines and other enemy combatants. This would also facilitate the guns shooting straight, and in the correct direction! - it's amazing what we've found, even in just the last few days! Once they get things squared away with that, the Smith class might make an appearance later, along with another vessel MadMax just recently built... We do have other new vessels, never seen before in a mod, including a new airplane, courtesy of ZUIKAKU1944 & noshira, ready to add to a commander's worries!
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03-09-18, 07:13 PM | #5782 | |
Admiral
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Where's the moon??
Lately I've been spending my time going over the sensors....exclusively the "AI Visual". I've come to notice a few things. I've had success in getting an enemy to see a raised periscope during the day at 1000 yards, and have success in not being detected at that same distance at night while surfaced. Which for the first time, this game will have a surfaced night attack ability like no other mod has provided (or the stock game). I'm using the feature I added to the external camera that provides a 7x power to the view. By transporting myself onto an enemy ship, I can use the typical 7x "binocular power" to see how the sub appears at night, or at distance during the day. So far so good!
I'm also being shot at a lot and have found some of my crew, especially the deck gun crew, taking a beating! To aid in telling which crewman died I've changed the color for the dead, compared to the injured: No big deal, just made the dead turn "Blue" in their picture. What I'm thinking of doing is adding these gun crewmen for all subs (I've been using a Balao lately) to the Damage Control Team slots. When their there, they don't pick up an injury....kind of like the Hogan's Alley that's in RFB. You have the crew in a safe place when they aren't called on to "man the guns". The game will start with these gun crews in this Damage Control area, and you'll have to fill the slots when you want the guns to be manned. Unfortunately, the best way would have been for the game to add these crewmen automatically when you send the command to "Man the deck gun"....but that's not what the game does, so you'll have to go to the above Crew Management screen, and move them over individually. ========= Ok, on to the Moon.... Alice!! Where is it?? This is one of my test missions, and couldn't help to notice there's a huge reflection on the water, looking West.....but no moon?!? So, I went through the FOTRS v0.63 files and added some new modifications. We've got a moon now: Obviously, I also reworked the reflection too. Here's the old look at moon set: Here's the new: After moon set, at 1:45 AM: Same time, with the new changes: The newer night environment is slightly darker. What this is going to do is require the player to move to the Night Scope (Observation Periscope) to help in conducting attacks. Here's the Attack Scope I've got in the game now: I actually darkened it a bit to produce the darker look to the view. Here's the same ship using the Night Scope: There's not a lot of difference, the ship is a bit brighter. The advantage in the Telemeter Divisions being lighter makes them easier to read. I really can't do anymore with the lighter scope. If I make the Attack Scope too dark, it will be noticeable when using it during the day....so this is about as good as it gets. Just wanted to post regarding our work and the coming new Beta for Fotrs Ultimate.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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03-10-18, 06:38 AM | #5783 |
Growing Old Disgracefully
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Good work CS.
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03-10-18, 09:14 AM | #5784 |
CTD - it's not just a job
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Ain't it just ~great~?!?!?! We are fortunate to have CapnScurvy working with us!
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03-10-18, 09:56 AM | #5785 |
Seaman
Join Date: Oct 2014
Posts: 35
Downloads: 18
Uploads: 0
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Those are some exciting changes! I’m especially excited about the night time surface attacks. In most accounts I have read they didn’t attack submerged due to extremely poor visibility through the scopes at night.
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03-10-18, 10:31 AM | #5786 | |
Sparky
Join Date: Nov 2013
Posts: 151
Downloads: 84
Uploads: 0
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03-10-18, 09:19 PM | #5787 | ||
Admiral
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Larger resolutions should provide a much larger "work space" for the extra empty slots. =========== As a follow up on my Moon modeling, I noticed a couple of things that just didn't look right: I didn't like the amount of moon "hallo" effect the Stock game provided....seemed too bright to me. Plus, since when does the top of the moon become hidden by the earths shadow during its several phases?? It became evident to me the stock game moon has things wrong with its rendering! It's turned 90 degrees to one side. Again, another stock game flaw that's only taken 11 years to figure out. Here's what I've done: It took no less than 40 different moon phase images to change to get this result. 30 for the actual image and its Alpha, another 15 for the hallo effect (which I made a bit darker while at it). Seems to look a lot better now: I will admit, the game seems to have the hardest part correct!?! As my mission test shows, its July 1, 1944. While looking up the moon phases for the Southern Hemisphere, this phase is accurate for the time period (there are web sites that will give you an entire calendar month of what the moon phase is). I don't know if they produced moon rise/set time accurately, but the phase is spot on...they just couldn't get the thing to sit up straight!
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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03-11-18, 07:56 AM | #5788 |
Sparky
Join Date: Nov 2013
Posts: 151
Downloads: 84
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Why there should be regular crew for guns and damage control?Why not just man these slots occasionally?
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03-11-18, 08:39 AM | #5789 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
Downloads: 397
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I've been running SH3-GWX while waiting for the next SH4 FOTARSU release, and as far as crew management goes, it has spoiled me I guess. That said, the crew and space allocations work very well and the team may want to take a look at that. Just my thoughts...
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Run Silent, Run Deep, and Sink 'em All |
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03-11-18, 10:08 AM | #5790 |
Stowaway
Posts: n/a
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Two more cents. I put four crew with high “guns” skill in first four slots of Damage Control, and fill remaining slots with high mechanical and electrical skills. It’s fast and easy to slide the first four into the main gun slots, and then I take two more from deck crew for the AA guns. Just sayin’.
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